Create multiple objects with the AI assistant

The bestiary is a content problem, not a design one. The AI assistant drafts a whole roster from one prompt - typed zombies that land in your Enemies folder with the same properties every enemy has, ready for your review pass

This tutorial is a part of the Getting started series — Day 2, Week 4.

The problem: an unreadable wall of content

Yesterday the assistant read your design for you. Today we fill the design. The mall needs its horde - thirty-plus enemies with real stats and personalities. Once you define the first enemy, writing the next twenty variants is data entry with extra steps.

You could open the Enemies folder and click Create element twenty times. That's not hard, just tedious. The structure from Week 2 (base objects, spawn many) got us out of copy-pasting. What routine is left, we hand to our assistant.

The prompt is the shortest path to the result

Here's the important part: the assistant doesn't dump a wall of text into your project. It uses the same operations you do by hand - create elements, set typed properties - only driven by a prompt. When you ask for twenty zombies, it creates twenty real game objects, in the right folder, with the right properties, each one a normal element you could have made yourself.

That's the whole point: the draft is created inside your structure, not around it. Plain text would have to be transferred by hand. Text in a prompt is already the design.

AI doesn't kill your creativity. On the contrary, it takes the routine away and frees your attention for the creative work. Nobody writes your ideas for you - the assistant only helps structure them and create elements you can already work with: twenty near-identical entries, filling in the same six fields, keeping the structure consistent. The routine goes, and the freed time goes to the tasks that truly deserve it. That's not a human replaced by technology, but their abilities multiplied many times over.

The assistant panel showing the draft request, then the Enemies folder filling with new typed zombie elements

Step 1: give a clear request

The clearer your structure, the better the draft - the assistant inherits it. Open the assistant (the sparkles icon in the top bar) and describe the batch with the same precision you'd use with a junior designer:

Draft 6 new zombie variants for the Enemies folder, based on the Mall-walker
base object. Vary their Health, Speed, Damage and Size. Give each a name
themed around mall employees - cashier, cart collector, food-court cleaner.

Note what the prompt does not say: "add an attack description" or "make them feel scary". It names the folder, the base, the properties - everything the structure already knows how to carry. The assistant fills values into that shape, and the result matches every other enemy in the collection.

Step 2: keep working with the draft

Send the prompt and watch the panel. The assistant shows its steps: the Thought block, the tool calls with Arguments and Result. You'll see it create element after element - each createAsset call adding a real zombie to the Enemies folder.

The result lands instantly. The tree updates as it works: Cashier Zombie, Cart Collector, Food-Court Cleaner - each one a game object with Health, Speed, Damage, Size values filled in, because the base object supplied the shape.

The Enemies folder with six new AI-drafted zombie variants, each showing the inherited Health/Speed/Damage/Size properties

Step 3: the fixes

The draft is a starting point. This is where you come in:

  • Open a couple of the new zombies and read them like finished content. Does Cashier Zombie's damage fit its speed? Is the Food-Court Cleaner slow enough to feel different?
  • Tune values directly in the elements - the assistant's numbers are proposals, decisions stick in the editor.
  • Delete or rename anything that doesn't fit. Duplicate and repeat.

Important: the assistant's edits are not final by default - every change is collected in the Changes (N) panel, and Revert all changes is one click away. Draft in bulk, edit in the editor, keep or roll back as one decision.

The same trick, any content shape

Drafting isn't only for enemies. The same prompt shape drafts:

  • the deck: "draft 15 new Game Cards - items and abilities - with comparable Cost and Damage values",
  • the survivors: "draft two new survivors based on the Character base, with Health, Stamina and a Role",
  • the loot tables: "fill each armored Mall-walker's loot table with a card drop and a chance".

Content you can describe, the assistant can bring into the structure.

What's next: mass change

Drafts fill the roster. But edits are inevitable - nerfs and rebalances hit every enemy at once. Tomorrow: rebalance the whole horde in one prompt.


FAQ

Doesn't drafting with AI kill creativity?

No - it frees up space for it. The assistant never decides what you want: the theme, the constraint, the batch are all yours. What the prompt removes is the routine part - typing near-identical entries, filling the same fields, keeping the structure consistent. That time moves to the decisions that actually deserve your attention: tuning, curating, choosing what stays. The tool leaves the creative decisions to you.

Will the AI-created enemies be broken or wrong?

They're drafts, proposal values from the model - not polished data. Some will be surprisingly good, some will be off. You review them in the editor, and the Changes bar can revert the whole draft batch in one click if a direction is wrong.

What counts as a "good prompt" for drafting?

The prompt that names the existing structure: the folder, the base object, the properties to fill, and the theme to write within. The less the prompt has to invent about the shape, the more the draft matches the rest of the collection.

Do the drafts inherit from the base object?

Yes - that's the whole point of what we did in Week 2. Because the assistant creates real elements with a parent type, each drafted zombie carries the same properties the base defines, and any template change later propagates to them like to hand-made ones.

Can the assistant draft content other than enemies?

Yes. Anything you can describe as elements with properties - cards, characters, loot table rows, dialogue snippets - can be drafted the same way.

What if I only want part of the draft?

Keep the elements you want, delete the rest normally - the folder is just files. Or use Revert all changes to clear the whole batch and re-prompt with a narrower request.

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